Street Fighter X Tekken

By Our Powers Combined

Scott X Vince take on Street Fighter X Tekken. Get the skinny on Capcom's latest brawler from two very different perspectives: the casual player and the tourney fighter.
Author: TPS Staff
Published: April 6, 2012
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SR: I don't know about you but when I came into this game I expected to rely solely on my tried and true Street Fighter tactics. I thought for sure I'd be using some combination of Ryu, Ken, Guile, or Balrog. What I found is that Tekken's roster was quite appealing and the different play styles were easy to grasp and master. Like many others I found myself relying a lot on Jin and while I wouldn't get in the front door of EVO, I would say he is my best character. Paul Phoenix became another favorite of mine, though my friends really took to Kazyua.


Gems even the playing field a bit, at least to me. Sure, the better players will always be two or three steps ahead, but at least there is a bit of a fighting chance now. The gems aren't random by any means and if you learn and play to your strengths, do the things that are necessary to active them, and are quick enough on your feet (well, hands), you can hold your own. I like that and I truly think that I would like to see this system expanded upon in future titles. You saying that any and everyone can have fun with this game really resonates with me and I believe that this is a major reason why.

Of course it does come at a price. Capcom decided to give gems to retailers as incentive to pre-order, and the special edition also got its own set. These will be released later on, but it's quite the problem. This game has been plagued with controversy about DLC, but we'll get to that later. You probably understand the balance issues that these packs have. What are your thoughts?

Also, I'm curious to see what you think about the tag system. You're a Marvel player and you're used to making a team. I'm more of a one character guy, though I can see that fighters are trending away from that nowadays.

VI: Having been cut largely from the cloth of Street Fighter 2 and 4, I also thought that making the transition would be easy, but quickly found that to not be the case. Hit boxes on jumping attacks are huge in SFxT and hurt boxes on many anti-air normals are likewise swollen. Combined with the general lack of invincibility frames on most character's dragon punch type moves, this makes jumping in and crossing up much harder to punish, something that will no doubt fluster Street Fighter vets who have learned over the years that forcing your opponent to jump and punishing it is a key to victory.

In the past, this would be accomplished by tossing out projectiles but due to the changes to anti-airs, and the fact that most of the Tekken side of the cast can dodge/step their way through projectiles and punish you for throwing them, it isn't as viable an option. The great thing about all of this is that it makes SFxT feel like a truly unique game amongst the other Capcom fighters. On the other hand, it also makes it frustrating for competitive players who need to unlearn years of mental conditioning.

Even the tag system is something that will feel alien to Capcom fans. Given that the round is over once any one of your character's health is depleted, it has more in common with Tekken Tag than Marvel. Still, there is a really engaging sense of strategy that goes into team construction. For instance, if you want to play a character like Hugo who is great up close, but has trouble getting there, you can put him behind a character like Rolento who has an easy time getting in and generating pressure and meter. It's also a lot easier to punish a raw tag in SFxT than it is in Marvel so finding ways to get your partner in safely is really important. Looking for hard knockdowns, and playing footsies in order to start cross rushes and get a healthy character in without peril makes the ground game even more vital than ever before. Again, while it may take getting used to, it helps the game really stand out as a unique entity.
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